-
|
A. FEATURES
01-03. ALTAR | 04.06. ARCH | AREA | BOX | BUBBLES |
CEILING > | CONTAINER
(barrel, jar, vase, etc.) |
DOME > | DOOR | DOOR, SECRET |
FACE | FIRE > | FIREPLACE | FORCE FIELD > | FOUNTAIN |
FRESCO, MOSAIC, OR PAINTING > | FURNISHINGS | HALL | IDOL > | ILLUSION > |
ITEM | MACHINE OR DEVICE | MONSTER | PARASITE | PASSAGE/CORRIDOR |
PEDESTAL | PILLAR OR COLUMN > | PIT | POOL > | ROOM |
STAIRWAY | STATUE | TAPESTRY > | TREASURE | VEGETATION |
WALL | - | - | - | WELL |
Appendices | - | - | - | DMG |
Face
Fire
Fireplace
Force field
Fountain
Fresco, mosaic, or
painting
Furnishings
Hall
Idol
Illusion
Item
Machine or device
Mirror
Monster
Mosaic
Painting
Parasite
Passage/corridor
Pedestal
Pillar or column
Pit
Pool
Room
Stairway
Statue
Tapestry
Treasure
Vegetation
Wall
Well
<this list combines
DMG.H & OSRIC.157>
B. ATTRIBUTES
AGES | ANIMATED | ANTI-MAGIC | APPEARING/DISAPPEARING | ASKS |
ATTACKS | - | - | - | - |
CHANGES - Alignment | CHANGES - Attribute | CHANGES - Class | CHANGES - Minds from Body to Body | CHANGES - Sex |
COMBINATION | COLLAPSING | - | - | - |
DIRECTS | DISINTEGRATES | DISTORTED - Width/Length | DISTORTED - Height/Depth | - |
ENLARGES/REDUCES | ENRAGES | ELECTRICAL SHOCK
- If Metallic |
ELECTRICAL SHOCK
- <If> Magical |
- |
FALSE | FLESH TO STONE | FRUIT | - | - |
GASEOUS | GEASES | GRAVITY- Greater | GRAVITY - Lesser | GRAVITY - Nil |
GRAVITY - Varying | GREED-PRODUCING | - | - | - |
INTELLIGENT | INVISIBLE | - | - | - |
MOVES/ROLLS | - | - | - | - |
ONE-WAY | - | - | - | - |
PIVOTS TWO POSSIBLE WAYS | POINTS | POISON | POLYMORPHING | - |
RANDOMLY ACTS | RELEASES - Coins | RELEASES - Counterfeit | RELEASES - Gems/Jewelry | RELEASES - Magic Item |
RESISTING - General | RESISTING - Specific | RISING/SINKING | - | - |
SHIFTING | SHOOTS | SLIDING | SLOPING | SPINNING |
SUGGESTS | SUSPENDS ANIMATION | SYMBIOTIC | - | - |
TAKES/STEALS | TALKS - Intelligently/Normally | TALKS - Nonsense | TALKS - Poetry & Rhymes | TALKS - Singing |
TALKS - Spell Casting | TALKS - Yells/Screams | TELEPORTS | - | - |
WISH FULFILLMENT | WISH FULFILLMENT, REVERSAL | - | - | - |
1. Ages
Animated
Anti-magic
Appearing/disappearing
Asks
Attacks
Changes - alignment
Changes - attribute
Changes - class
Changes - Minds from body to body
Changes - Sex
Combination
Collapsing
Dances
Decreases STR
Decreases INT
Decreases WIS
Decreases DEX
Decreases CON
Decreases CHA
Decreases COM
Directs
Disintegrates
Distorted - width/length
Distorted - height/depth
Electrical shock - if metallic
Electrical shock - magical
Enlarges/reduces
Enrages
False
Flesh to stone
Foretells
Fruit
Gaseous
Geases
Gravity - greater
Gravity - lesser
Gravity - nil
Gravity - varying
Greed-producing
Hovers
Increases STR
Increases INT
Increases WIS
Increases DEX
Increases CON
Increases CHA
Increases COM
Intelligent
Invisible
Laughs
Magnetic
Makes younger
Moves/rolls
Null gravity
One-way
Opposite alignment
Pivots two possible ways
Plays games
Points
Poison
Polymorphing
Random alignment
Randomly acts
Releases (dispenses) - coins
Releases (dispenses) - counterfeit coins
Releases (dispenses) - counterfeit gems
Releases (dispenses) - counterfeit jewellery
Releases (dispenses) - counterfeit magic
item
Releases (dispenses) - counterfeit map
Releases (dispenses) - gems/jewellery
Releases (dispenses) - magic item
Releases (dispenses) - map
Repellent/repulses
Resisting - general
Resisting - specific
Resists magic
Reverse gravity
Riddles
Rising/sinking
Sings
Shifting
Shoots
Sliding
Sloping
Spinning
Steals
Suggests
Suspends animation
Symbiotic
Takes/steals
Talks - intelligently/normally
Talks - nonsense
Talks - poetry & rhymes
Talks - singing
Talks - spell casting
Talks - yells/screams
Teleports
Unusual colour/texture/material
Wish fulfillment
Wish fulfillment, reversal
<^DMG+OSRIC^>
As with traps, there
are nearly endless numbers of tricks which can be devised and used in the
campaign.
Most experienced Dungeon Masters will probably
already hove a proud repertoire of clever and innovative (not to mention
unique and astounding) artifices, deceptions, conundrums, and sundry tricks
which will put to shame the humble offering which follows.
Nonetheless, this enumeration might serve
for those who have not yet had the experience and seasoning necessary to
invent more clever devices to bring consternation to overbold and incautious
characters.
Even if you are fairly conversant with
the idea of tricks in the dungeon, check the lists anyway, for you might
find one or two useful ideas there.
The first list is features
commonly found in a dungeon.
Thereafter is a longer list of attributes.
Select a feature or several, as desired.
Assign one or more attributes to each feature,
or combination thereof, in order to develop an interesting trick which
will challenge the players and yet not be too difficult for the level of
experience of their characters.
When you come to an appropriate spot in
your dungeon (or elsewhere for that matter),
enliven the place with the addition of
a few tricky attributes to an otherwise unremarkable or now ordinary feature.
The following examples of tricks are offered
as a guide only.
Vary such tricks in order to avoid the
possibility of player knowledge.
From these examples, you will note that
nearly endless combinations are possible even without your own ideas for
additions - and these will surely come.
There can be monsters hidden by illusion,
illusional monsters, symbiotic monsters, monsters in combined pairs or
trios or whatever, parts
of the dungeon which are distorted, invisible,
shifting, slanting, spinning,
and so on.
For some further examples of tricks in
the campaign you might wish to consult DUNGEONS & DRAGONS, Volume
3, The Underworld & Wilderness Adventures,
and GREYHAWK Supplement
I. <edit last sentnc? mvd ths pp>
<helper links: some kind
of a symbol? some kind of a font? just something to let people know that
they don't have to use the links>
<similar to the idea of
helper rolls: see whale in the MM>
<some kind of an emphasis
or accent on the word or, to highlight that there is more than one choice>
<enlightenment: what is
greater than the speed of light? the speed of comprehension>
<game school>
<changes: bold, capitalization>
<a couple of D&D items
were repeated>
<find a way to return
the images to the original size,
while the page is being viewed>
<this might be a browser
thing>
<40' x 40' is a great
size for the appendices (mayb) for the q lists 2 : as long as the gamer
can zoom in>
ALTAR >
Touching this feature without
uttering the name of the
deity to which it is dedicated
will alternately do the
following: age the character
10 years, animate his or her
weapons for 4 rounds and
cause them to attack their
owner (cf. Sword
of Dancing), or cause cancellation
(as
the rod) to drain his or
her most powerful magic item of
all of its dweomer. If the
deity's nome is uttered when
the altar is touched, then
characters of neutral alignment
will have a wish granted
if it is mode within the turn;
characters of other alignment
will have a geas laid upon
them to go and slay a monster
who is inimical to the
deity, but upon successful
completion of this duty they
too will be granted a wish.
ARCH >
This feature will exist when
the party first enters the
place, but thereafter it
will appear and disappear on a
random basis an a 1 in 20
chance for either.
It will alternately
do one of the following: change sex,
enlarge/reduce to giant/brownie
size (assuming man
size upon entry), or teleport
the individual to an area
where gems grow on plants.
Those within the arch when
it disappears are trapped
until it reappears again, and
exiting does not cause any
of its functions to operate.
AREA >
Have an Area where magical items
are forged and constructed, run by next-to unbeatable creatures.
For an exorbitant price
these items can be purchased, but there is no guarantee that they will
actually work.
Examples of prices are;
trades for a number of other items greater in overall value than the desired
item;
the entirety of a Red Dragon's hoard;
some item in the possession of an Evil High Priest,
Wizard or
Demigod.
Intra-level teleportation Areas,
so that a player will be transported to a similar (or dissimilar) area
on the same level,
possibly activated by touching some item
(such as a gem, door, or the like)
BOX >
A box of animal crackers which will spring
to life when grasped;
for example a bear might
dump a bowl of porridge on a character's head,
a giant fox might demand
a bunch of grapes or else he'll attack,
a lion will attack unless
a thorn in his paw is removed, and so on.
At least one of the animals will give some
treasure or aid or some sort.
BUBBLES >
Giant bubbles which float about in the
corridors and rooms of the dungeons.
The slightest touch
will explode them, causing from 1 to 10 dice damage depending on the level
they are on.
These bubbles (1 in
6) contain a gem.
CONTAINER (barrel,
jar, vase, etc.) >
General Description
of Container Contents +
This is a jar which is alternately
a polymorphed black pudding which the touch of a character will dispel
to its normal form,
or an obsidian vase of the
finest workmanship which is worth 5,000 gold pieces.
If a polymorph spell
is cast upon the jar form, or a dispel magic is cast upon the vase form,
then the vase will become a normal item of great worth.
Otherwise, each time it is
touched there are equal chances for either form to exist.
Chests and cases with false bottoms and
hidden compartments, so the entire treasure is difficult to find.
For example, a wand might contain a secret
compartment with a highly valuable magic ring.
DOOR >
Doors which are openable from one
side only,
which resist opening
from one side,
or which appear at random
intervals
Doors which will open only for a certain class of player or to one alignment.
Doors which will open only for monsters.
Doors which will open to allow traffic into an area but not out of it.
Doors which have intelligence (and which are usually malign).
DOOR, SECRET >
This pivoting stone portal
will always swing open to the
left, giving egress to an
area guarded by a basilisk. However,
if a second hidden stud is
found (1 % chance), then
it will pivot to the right
and allow entry to a chamber containing
a magical fountain.
FACE >
A great bas-relief face which if looked
upon will either
bestow some worthwhile
knowledge or increase to the beholder or else
cause him to save versus
magic or else be turned into a wart on its face or something similar
(see A. Merrit's FACE
IN THE ABYSS for a good example.)
FIREPLACE >
FOUNTAIN >
This feature is a beautiful
work of onyx and jet black stone.
A grinning gargoyle and a
lovely nymph are depicted,
the former with an open mouth,
the latter with a
pitcher. As soon as the party
enters, the gargoyle will ask
a riddle, and if it is not
onswered it will spray poison
upon the group (save or dead).
If answered, the nymph
will then recite a poem which
is a clue to a special
treasure.
FURNISHINGS >
Furnishings
and Appointments, General +
Religious
Articles and Furnishings +
Torture
Chamber Furnishings +
Magic-User
Furnishigs +
Furniture which is animated to trip, confine, and smother (rugs and carpets) or move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries and wall hangings). (Ours is known as the "Living Room".)
<note: quote this at animate
object>
<also, from there, link to furniture,
etc.?>
<dancing objects (cf. dancing sword),
lots of objects at dmg.i>
HALL >
A hall of gambling
where there are some great items to be won, but where the stakes are large
amounts of money or magic items and the games are fixed.
(Teach the players that
you can't expect to get something for nothing!)
ITEM >
Items such as rings, apparel, weapons,
etc. which cause bickering, and discord, thus bringing more monsters to
the sound of the loud arguing.
Items which cause their wearer to immediately shrink to a minimus, requiring a Growth Potion to restore normal size once again.
Items which cause warning devices
to fail and alertness to wane,
thus ESP doesn't work,
secret doors are missed,
slanting passages go
undetected,
and so forth.
MACHINE OR DEVICE
>
Devices which have numbers of levers,
buttons, dials or whatever;
and the movement of each will cause a different thing to happen.
Typical examples of results:
1) damage to the mover;
2) change alignment;
3) become another class;
4) become a monster;
5) lose a level;
6) teleported elsewhere;
7) release various missiles which come out or down within a certain area;
8) open pits or slides;
9) give various treasures;
10) give a magic item;
11) give some bonus to experience or abilities.
<edited and>
MONSTER >
The shriekers found in the
area have a heavy growth of yellow mold upon them and if they are struck,
the spores will spread in their usual poisonous cloud.
These creatures totally surround
a pedestal.
PARASITES >
Lice or other parasites which turn to germs
or burrowing killers if removed from the body of a recently killed monster.
PASSAGE OR CORRIDOR
>
Sections which dead-end so as to
trap players being pursued by monsters
A lengthy Corridor 20' wide, at the end of which is a 20' square room which, upon being entered, slides backward with an imperceptible motion, so that when it is left from its opposite side the party is actually traversing a section of the same 20' corridor again. This process can be repeated with one or more additional rooms in series.
A Passage which slants down one level
to a set of stairs which lead to a door to
an elevator room which goes down one or
two levels. The exit from the elevator room is
another down-slanting passage at the base
of which is a slide down. In this way no
less than five levels will be descended
while the party believes that only two have been descended.
Natural Passages and caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas
Space distortion Corridors or stairs which seem longer or shorter than they actually are
PEDESTAL >
This short, thick cylinder
has 6 knobs in the shape of
flowers. Atop the pedestal
lies a strangely wrought crown,
but it is untouchable due
to a force field.
Turning the knobs will
1) lower
one attribute of the character by 1 point,
2) give
a magical shock for 5-50 hit points,
3) turn
the character to gaseous form,
4) deliver
a scroll upon which is a clue as to how to lower the force field,
5) turn
the character permanently invisible, and
6) open
a trap door in the floor which drops all in the room down a chute to a
level far beneath the place.
A pedestal displaying
a grand gem
PIT >
A Pit which is also a transporter,
sending anyone who falls into it into an exactly similar pit (or elsewhere).
Slides at the bottom of Pits which lead to a monster.
ROOM >
Chamber,
Room and Other Space List +
Sinking Rooms, including rooms which seem to sink, while the doors remain shut fast for a period of several turns.
Illusion, mind control, and geas Rooms
Room complexes which are all parts of a monster, the first room being the mouth, the next the stomach, and so forth.
Rooms which emit rays or gases which
cause unexpected reactions or force players entering to do things they
do not necessarily desire to do,
i.e. a room which causes
all who enter to wish to attack each other,
a room of greed,
a geas room,
a room which causes
a sex to change,
a cursed room,
etc.
Natural passages and Caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas
STAIRWAY >
False Stairs, either up or down
Spiralstaircase
made of iron
Steps which lead to a slanting passage,
so the player may actually
(A) stay on the same
level,
or
(B) ascend 2
levels,
<a, b, formatting>
Trap Steps which lead up a short distance, but then go downwards for at least two levels, with the return passage blocked by bars or a one-way door
Space distortion corridors or Stairs which seem longer or shorter than they actually are
STATUE >
Statues with a small piece missing;
if the missing portion
is found and replaced, the statue turns back to its original form and serves
the person.
A Cyclops with a missing eye, for
example, which is a very large diamond held by a nearby monster.
If the eye is found
and replaced the Cyclops will serve for a limited period of time.
Of course, some such
statues are Stone Golems which will attack when made whole.
Statues which have from 1-4, 1-6 or 1-8
different actions they perform when approached within 20'. Options are
do nothing,
point in a random
direction,
point towards the
nearest treasure,
recite a meaningless
poem,
give a rhyming clue
to a treasure,
emit a loud sreaming
noise,
pursue and attack,
offer a real or false
map,
etc.
TREASURE >
Treasures
which are hidden as part of the monster:
Fur that
is of great value,
gem eyes
or claws,
horns
of precious material,
creatures
whose hard shells are actually shields of magiccal value,
magical
teeth and fangs,
gizzards
full of gems,
hollow
horns with magical items inside,
spikes
which are platinum,
and so
on.
(Checking this all out requires
a lot of time . . . )
Treasures
protected by force fields.
The force
fields will give damage if touched,
but levers
and buttons nearby will have a chance of lowering the field.
Naturally,
most of these switches will cause bad things to happen.
VEGETATION >
Vegetation which
holds (grass if fine
for this),
entwines
(vines or brambles),
moves,
flails branches
(shrubs and trees),
shouts warnings,
hurls missiles
(fruits, nut thorns),
or emits perfumes which
cause
death,
forgetfulness,
sleep or the like
(flowers or fruits).
WALL >
Hewn stone wall
Masonry wall
Unworked stone wall
Reinforced wall
WELL >
A WISHING WELL
which gives fulfillment of wishes according to the value of the item tossed
within it.
Chester's Wishing Well (92.39)
Of course, some wells are inhabited by a horrible monster who hoards treasure.
AGES | ANIMATED | ANTI-MAGIC | APPEARING/DISAPPEARING | ASKS |
ATTACKS | - | - | - | - |
CHANGES - Alignment | CHANGES - Attribute | CHANGES - Class | CHANGES - Minds from Body to Body | CHANGES - Sex |
COMBINATION | COLLAPSING | - | - | - |
DIRECTS | DISINTEGRATES | DISTORTED - Width/Length | DISTORTED - Height/Depth | - |
ENLARGES/REDUCES | ENRAGES | ELECTRICAL SHOCK
- If Metallic |
ELECTRICAL SHOCK
- <If> Magical |
- |
FALSE | FLESH TO STONE | FRUIT | - | - |
GASEOUS | GEASES | GRAVITY- Greater | GRAVITY - Lesser | GRAVITY - Nil |
GRAVITY - Varying | GREED-PRODUCING | - | - | - |
INTELLIGENT | INVISIBLE | - | - | - |
MOVES/ROLLS | - | - | - | - |
ONE-WAY | - | - | - | - |
PIVOTS TWO POSSIBLE WAYS | POINTS | POISON | POLYMORPHING | - |
RANDOMLY ACTS | RELEASES - Coins | RELEASES - Counterfeit | RELEASES - Gems/Jewelry | RELEASES - Magic Item |
RESISTING - General | RESISTING - Specific | RISING/SINKING | - | - |
SHIFTING | SHOOTS | SLIDING | SLOPING | SPINNING |
SUGGESTS | SUSPENDS ANIMATION | SYMBIOTIC | - | - |
TAKES/STEALS | TALKS - Intelligently/Normally | TALKS - Nonsense | TALKS - Poetry & Rhymes | TALKS - Singing |
TALKS - Spell Casting | TALKS - Yells/Screams | TELEPORTS | - | - |
WISH FULFILLMENT | WISH FULFILLMENT, REVERSAL | - | - | - |
Tricks
and Traps:
Besides those already indicated on the
sample level, there are a #number# of other easily added tricks & traps.
The fear of "death", its risk each time,
is one of the most stimulating parts of the game.
It therefore behooves the campaign referee
to incl. as many mystifying & dangerous areas as is consistent with
a reasonable chance for survival
(remembering that the monster
population already threatens this survival).
e.g., there is no question that
a player's character could easily be killed by falling into a pit 30' deep
or into a shallow pit filled with poisoned spikes,
and this is quite undesirable in most instances.
Here are a few simple items which can be included:
1. False stairs, either up or down.
2. Steps which lead up to a slanting passage, so the player may actually stay on the same level, descend 2 levels, or ascend 2 levels.
3. Trap steps which lead up a short distance, but then go downwards for at least 2 levels, with the return passage blocked by bars or a 1-way door
4. Intra-level teleportation areas, so that a player will be transported to a similar (or dissimilar) AREA on the same level, possibly activated by touching some item (such as a gem, door, or the like)
5. Sinking rooms, incl. room which seem to sink, while the doors remain shut FAST for a period of several turns.
6. Illusion, mind control, and geas rooms.
7. Sections which dead-end so as to trap players being pursued by monsters
8. Doors which are openable from one side only, which resist opening from one side, or which appear at random intervals
9. Natural passages & caverns which have varying width & direction, so that it is virtually impossible to accurately map such areas
10. Space distortion corridors or stairs which seem longer or shorter than they actually are
11. Giant bubbles which
float about int he corridors and rooms of the dungeons. The
slightest touch will explode them, causing
from 1 to 10 dice damage depending on
the level they are on. These bubbles might
(1 in 6) contain a gem.
12. Statues which have
1-4, 1-6, or 1-8 different actions they perform when approached
within 20'. Options are
do nothing,
point in a random
direction,
point towards the
nearest treasure,
recite a meaningless
poem,
give a rhyming clue
to a treasure,
emit a loud screeching
noise,
pursue and attack,
offer a real or false
map, etc.
13. A box of animal crackers
which will spring to life when grasped; for example,
a bear might dump a bowl of porridge on
the player's head,
a giant fox might demnd a bunch of grapes
or else he'll attack,
a lion will attack unless a thorn in his
paw is removed, and so on.
At least one of the animals will give some
treasure or aid of some sort.
14. Rooms which emit rays
or gases which cause unexpected reactions or force players
entering to do things they do not necessarily
desire to do, i.e.,
a room which causes
all who enter to wish to attack each other,
a room of greed,
a geas room,
a room which causes
a sex to change,
a cursed room, etc.
15. Devices which have
numbers of levers, buttons, dials or whatever; and the movement of
each will cause a different thing to happen.
Typical examples of results:
17. Doors which will open only for monsters.
18. Doors which will open to allow traffic into an AREA but not out of it.
19. Doors which have intelligence (and which are usu. malign).
20. A lengthy corridor
20' wide, at the end of which is a 20' square room which, upon being
entered, slides backward with an imperceptible
motion, so that when it is left from its
opposite side the party is actually traversing
a section of the same 20' corridor
again. This process can be repeated with
one or more additional rooms in series.
21. A passage which slants
down one level to a set of stairs which lead to a door to an
elevator room which goes down one or two
levels. The exit from the elevator room is
another down-slanting passage at the base
of which is a slide down. In this way no
less than five levels will be descended
while the party believes that only two have been
descended.
22. Vegetation which holds
(grass is fine for this),
entwines (vines or brambles),
moves,
flails branches (shrubs and trees),
shouts warnings,
hurls missiles (fruit, nuts, thorns), or
emits perfumes which cause death, forgetfulness,
sleep or the like (flowers and fruits).
23. Furniture which is
animated to trip, confine, and smother (rugs and carpets) or
move about and hug and kick (stools, chairs,
divans) or blinds and throws down (tapestries
and wall hangings). (Ours is known as the
"Living Room".)
24. Room complexes which
are all parts of a monster, the first room being the mouth, the
next the stomach, and so forth.
25. Lice or other parasites
which turn to germs or burrowing killers if removed from the
body of a recently killed monster.
26. A pit which is also
a transported, sending anyone who falls into it into an exactly similar
pit (or elsewhere).
27. Slides at the bottom of pits which lead to a mosnter.
28. A great bas-relief
face which if looked upon will either bestow some worthwhile
knowledge or increase to the beholder or
else cause him to save versus magic or lese
be turned into a wart on its face or something
similar (see A. Merritt's FACE IN THE
ABYSS for a good example.
29. A wishing well which
gives fulfillment of wishes according to
the value of the item tossed
within it. Of course, some wells are inhabited
by a horrible monster who hoards
treasure.
30. Treasures which are
hidden as part of the monster: Fur that is of great value, gem eyes
or claws, horns of precious material, creatures
whose hard shells are actually shields
of magical value, magical teeth and fangs,
gizzards full of gems, hollow horns with
magical items inside, spikes which are
platinum, and so on. (Checking this all out
requires a lot of time...)
31. Chests and cases with
false bottoms and hidden compartments, so the entire treasure is
difficult to find. For example, a wand
might contain a secret compartment with a
highly valuable magic ring.
32. Statues with a small
piece missing; if the missing portion is found and replaced, the
statue turns back to its original form
and serves the person. A Cyclops with a missing
eye, for example, which is a very large
diamond held by a nearby monster. If the eye is
found and replaced the Cyclops will serve
for a limited period of time. Of course,
some such statues are Stone Golems which
will attack when made whole.
33. Have an AREA where
magical items are forged and constructed, run by next-to unbeatable
creatures. For an exorbitant price these
items can be purchased, but there is
no guarantee that they will actually work.
Examples of prices are: trades for a number
of other items greater in overall value
than the desired item; the entirety of a Red
Dragon's horde, some item in the possession
of a Evil High Priest, Wizard, or demigod.
34. A hall of gambling
where there are some great items to be won, but where the stakes are
large amounts of money and magic items
and the games are fixed. (Teach the players
that you can't expect to get something
for nothing!)
35. Items such as rings,
apparel, weapons, etc. which cause
bickering, and discord, thus
bringing more monsters
to the sound of thet loud arguing.
<e.g. ring
of bickering and discord>
36. Items which cause
their wearer to immediately shrink to a minimus, requiring a
Growth Potion to restore normal size once
again.
37. Items which cause
warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages
go undetected, and so forth.
Treasures protected by force fields. The
force fields will give damage if touched, but
levers and buttons nearby will have a chance
of lowering the field. Naturally, most of
these switches will cause bad things to
happen.
43. Bubbles (roll on Table B).
44. Ceiling (roll on Table B).
45. Container (barrel, jar, vase, etc.) (roll on Table B).
48. Door, Secret (roll on Table B).
51. Fireplace (roll on Table B).
52. Force Field (roll on Table B).
53. Fountain (roll on Table B).
54. Fresco, Mosaic, or Painting (roll on Table B).
55. Furnishings (roll on Table B).
57. Idol (roll on Table
B).
BLACK MAGICK
58. Illusion (roll on Table B).
59. Item (roll on Table B).
60. Machine or Device (roll on Table B).
61. Monster (roll on Table B).
62. Parasite (roll on Table B).
63. Passage/Corridor (roll on Table B).
64. Pedestal (roll on Table B).
65. Pillar or Column (roll on Table B).
66. Pit (roll on Table B).
67. Pool (roll on Table VIII.A: Pools).
68. Room (roll on Table B).
69. Stairway (roll on Table B).
70. Statue (roll on Table B).
71. Tapestry (roll on Table B).
Tapestry
<determine worth of tapestry>
72. Treasure (roll on Table B).
73. Vegetation (roll on Table B).
74. Wall (roll on Table B).
75. Well (roll on Table B).
76. Altar
Touching this feature without
uttering the name of the
deity to which it is dedicated
will alternately do the
following: age the character
10 years, animate his or her
weapons for 4 rounds and
cause them to attack their
owner (cf. Sword
of Dancing), or cause cancellation
(as
the rod) to drain his or
her most powerful magic item of
all of its dweomer. If the
deity's nome is uttered when
the altar is touched, then
characters of neutral alignment
will have a wish granted
if it is mode within the turn;
characters of other alignment
will have a geas laid upon
them to go and slay a monster
who is inimical to the
deity, but upon successful
completion of this duty they
too will be granted a wish.
77. Arch
This feature will exist when
the party first enters the
place, but thereafter it
will appear and disappear on a
random basis an a 1 in 20
chance for either.
It will alternately
do one of the following: change sex,
enlarge/reduce to giant/brownie
size (assuming man
size upon entry), or teleport
the individual to an area
where gems grow on plants.
Those within the arch when
it disappears are trapped
until it reappears again, and
exiting does not cause any
of its functions to operate.
78. Container
General Description of Container
Contents +
This is a jar which is alternately
a polymorphed black pudding which the touch of a character will dispel
to its normal form,
or an obsidian vase of the
finest workmanship which is worth 5,000 gold pieces.
If a polymorph spell
is cast upon the jar form, or a dispel magic is cast upon the vase form,
then the vase will become a normal item of great worth.
Otherwise, each time it is
touched there are equal chances for either form to exist.
79. Door, Secret
This pivoting stone portal
will always swing open to the left, giving egress to an area <(1-3
chamber, 5-6 room)> guarded by a basilisk.
However, if a second hidden
stud is found (1 % chance), then it will pivot to the right and allow entry
to a chamber containing a magical fountain.
80. Fountain
This feature is a beautiful
work of onyx and jet black stone.
A grinning gargoyle and a
lovely nymph are depicted,
the former with an open mouth,
the latter with a
pitcher. As soon as the party
enters, the gargoyle will ask
a riddle, and if it is not
onswered it will spray poison
upon the group (save or dead).
If answered, the nymph
will then recite a poem which
is a clue to a special
treasure.
81. Monster
The shriekers found in the
area have a heavy growth of yellow mold upon them and if they are struck,
the spores will spread in their usual poisonous cloud.
These creatures totally surround
a pedestal.
82. Pedestal
This short, thick cylinder
has six knobs in the shape of
flowers. Atop the pedestal
lies a strangely wrought crown,
but it is untouchable due
to a force field.
Turning the knobs will
1) lower
one attribute of the character by 1 point,
2) give
a magical shock for 5-50 hit points,
3) turn
the character to gaseous form,
4) deliver
a scroll upon which is a clue as to how to lower the force field,
5) turn
the character permanently invisible, and
6) open
a trap door in the floor which drops all in the room down a chute to a
level far beneath the place.
83. Trick/Trap +
84. Magic Pool +
85. "Just" a Door? Not any more! (53.56)
86. Open Them, If You Dare : A dozen dweomered doors to delight DMs (106.22)
87. Door Number One, Door Number Two, or ... (115.60)
88. Getting Into the Flow of Magic Fountains (34.41)
89. There's Something on the Floor ... : A little ingenuity in dungeon floor design (115.48)
96. Roll on the special table.
97-00. REROLL ON THIS TABLE TWICE.
<The intro and
results 1-10 are from D&D: The Underworld and Wilderness Adventures.
Results 11-82 are
from the GREYHAWK supplement.>
1. AGES | 2. ANIMATED | 3. ANTI-MAGIC | 4. APPEARING/DISAPPEARING | 5. ASKS |
6. ATTACKS | - | - | - | - |
7. CHANGES - Alignment | 8. CHANGES - Attribute | 9. CHANGES - Class | 10. CHANGES - Minds from Body to Body | 11. CHANGES - Sex |
12. COMBINATION | 13. COLLAPSING | - | - | - |
14. DIRECTS | 15. DISINTEGRATES | 16. DISTORTED - Width/Length | 17. DISTORTED - Height/Depth | - |
18. ENLARGES/REDUCES | 19. ENRAGES | 20. ELECTRICAL SHOCK
- If Metallic |
21. ELECTRICAL SHOCK
- <If> Magical |
- |
22. FALSE | 23. FLESH TO STONE | 24. FRUIT | - | - |
25. GASEOUS | 26. GEASES | 27. GRAVITY- Greater | 28. GRAVITY - Lesser | 29. GRAVITY - Nil |
30. GRAVITY - Varying | 31. GREED-PRODUCING | - | - | - |
32. INTELLIGENT | 33. INVISIBLE | - | - | - |
34. MOVES/ROLLS | - | - | - | - |
35. ONE-WAY | - | - | - | - |
36. PIVOTS TWO POSSIBLE WAYS | 37. POINTS | 38. POISON | 39. POLYMORPHING | - |
40. RANDOMLY ACTS | 41. RELEASES - Coins | 42. RELEASES - Counterfeit | 43. RELEASES - Gems/Jewelry | 44. RELEASES - Magic Item |
45. RESISTING - General | 46. RESISTING - Specific | 47. RISING/SINKING | - | - |
48. SHIFTING | 49. SHOOTS | 50. SLIDING | 51. SLOPING | 52. SPINNING |
53. SUGGESTS | 54. SUSPENDS ANIMATION | 55. SYMBIOTIC | - | - |
56. TAKES/STEALS | 57. TALKS - Intelligently/Normally | 58. TALKS - Nonsense | 59. TALKS - Poetry & Rhymes | 60. TALKS - Singing |
61. TALKS - Spell Casting | 62. TALKS - Yells/Screams | 63. TELEPORTS | - | - |
64. WISH FULFILLMENT | 65. WISH FULFILLMENT, REVERSAL | - | - | - |
66-86. NO TRICK.
87-00. ROLL TWICE ON THIS TABLE, IGNORING
THIS RESULT HEREAFTER.
Quote:
Originally Posted by Gentlegamer
I remember you recounting
elsewhere that the origin of such transporters and so on in D&D was
to thwart the near-photographic memory of Rob Kuntz. Truly astounding!
Heh...
The transporter also has the
benefit of making any dungeon level more difficult to explore and map,
thus adding to the challenge involved.
They are also handy devices
to move the player characters to such new and different places as the GM
wishes <cool>
Cheers,
Gary